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Dim, greenish light spreads withfo a 30-foot-radius    A restrained creature can make a Dexterity saving
          sphere centered on a point you choose within range.   throw at the end of each of its turns, ending the effect on
          The light spreads around corners, and it lasts until the   itself on a success. Alternatively, the creature or some-
          spell ends.                                           one else who can reach it can use an action to make an
            When a creature moves into the spell's area for the   Intelligence (Arcana) check against your spell save DC.
           first time on a turn or starts its turn there, that creature   On a success, the restrained effect ends.
           must succeed on a Constitution saving throw or take   After the trap is triggered, the spell ends when no
          4d10 radiant damage, and it suffers one level of exhaus-  creature is restrained by it.
          tion and emits a dim, greenish light in a 5-foot radius.
          This light makes it impossible for the creature to benefit   SNILLOC'S  SNOWBALL SWARM
           from being invisible. The light and any levels of exhaus-  2nd-level evocation
           tion caused by this spell go away when the spell ends.   Casting  Time: 1 action
                                                                Range: 90 feet
           SKILL EMPOWERMENT                                    Components: V, S, M (a piece of ice or a small white
          5th-level transmutation                                rock chip)
           Casting Time: 1 action                              Duration: instantaneous
           Range: Touch                                        A flurry of magic snowballs erupts from a point you
           Components: V, S                                     choose within range. Each creature in a 5-foot-radius
          Duration: Concentration, up to 1 hour                 sphere centered on that point must make a Dexterity
          Your magic deepens a creature's understanding of its   saving throw. A creature takes 3d6 cold damage on a
          own talent. You  touch one willing creature and give it   fai led save, or half as much damage on a s uccessful one.
           expertise in one skill of  your choice; until the spell ends,   At  Higher  Levels. When you cast this spell  using a
           the creature doubles its proficiency bonus for ability   spell slot of 3rd level or higher, the damage increases by
           checks it makes that use the chosen skill.           ld6 for each slot level above 2nd.
            You  must choose a skill in which the target is profi-
           cient and that isn't already benefiting from an effect,   SOUL CAGE
           such as Expertise, that doubles its proficiency bonus.   6th-level necromancy
                                                                Casting  Time: 1 reaction, which you take when a hu-
           SKYWRITE                                              manoid you can see within 60 feet of  you dies
           2nd-level transmutation (ritual)                     Range: 60 feet
           Casting Time: 1 action                               Components: V, S, M (a tiny silver cage worth 100 gp)
           Range: Sight                                         Duration: 8 hours
           Components: V, S                                     This spell snatches the soul of a humanoid as it dies and
           Duration: Concentration, up to 1 hour                traps it inside the tiny cage you use for the material com-
           You cause up to ten words to form in a part of the sky   ponent. A stolen soul remains inside the cage until the
           you can see. The words appear to be made of  cloud and   spell ends or until you destroy the cage, which ends the
           remain in place for the spell's duration. The words dis-  spell. While you have a soul inside the cage, you can ex-
           sipate when the spell ends. A strong wind can disperse   ploit it in any of the ways described below. You can use a
           the clouds and end the spell early.                  trapped soul up to six times. Once you exploit a soul for
                                                                the sixth time, it is released, and the spell ends. While
           SNARE                                                a soul is trapped, the dead humanoid it came from can't
           1st-level abjuration                                 be revived.
                                                                 Steal  Life. You can use a bonus action to drain vigor
           Casting Time: 1 minute
           Range: Touch                                         from the soul and regain 2d8 hit points.
           Components: S, M (25 feet of rope, which the          Query  Soul. You ask the soul a question (no action re-
            spell consumes)                                     quired) and receive a brief  telepathic answer, which you
           Duration: 8 hours                                    can understand regardless of the language used. The
                                                                soul knows only what it knew in life, but it must answer
           As you cast this spell, you use the rope to create a circle   you truthfully and to the best of its ability. The answer is
           with a 5-foot radius on the ground or the floor. When   no more than a sentence or two and might be cryptic.
           you finish casting, the rope disappears and the circle   Borrow  Experience. You can use a bonus action to
           becomes a magic trap.                                bolster yourself  with the soul's life experience, making
            This trap is nearly invisible, requiring a successful   your next attack roll, ability check, or saving throw with
           Intelligence (Investigation) check against  your spell save   advantage. 1f you don't use this benefit before the start of
           DC to be discerned.                                  your next turn, it is lost.
            The trap triggers when a Small, Medium, or Large     Eyes of  the Dead. You can  use an action to name a
           creature moves onto the ground or the floor in the   place the humanoid saw in life, which creates an invis-
           spell's radius. That creature must succeed on a Dex-  ible sensor somewhere in that place if it is on the plane
           terity saving throw or be magically hoisted into the air,   of existence you're currently on. The sensor remains for
           leaving it hanging upside down 3 feet above the ground   as long as you concentrate, up to 10 minutes (as if you
           or the floor. The creature is restrained there until the   were concentrating on a spell). You  receive visual and
           spell ends.

                                                                                               CHAPTER 3  I SPELLS
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